Yeah, I know, this has already been asked in the past. I just want to know how it's going.Is there already a way to take screenshots and save them in a Construct-made game?If yes, where is it? I do need it!

I don't think the canvas object is an option at the moment, it seems to be broken right now. But if you want to try it, just put the canvas object in it's own layer, make the layer invisible. Then when you want to take a screenshot, have the layer appear and the canvas grab the screen behind it. I think that's how it's done.

The canvas object does have some bugs, but I tried it in one of my .caps and it worked.

Put the canvas on the top layerMake sure it's always in front of everythingIn the properties, set it to grab the layout before drawingOn event, imagemanipulator, copy from sprite: canvasThen imagemanipulator, save to file

Well, I tried all that and there's no way to take a picture! The Canvas is on the top layer, and I have an action where ImageManipulator copy from the sprite Canvas. I tried all : - to make the top layer invisible then maing it visible when I want to screenshot- to make the top layer invisible all the time- to make the top layer visible all the time- to make the Canvas opacity 0%

Looks like it's not working because of the bugs mentioned before. I'm not sure why it worked in my .cap and not yours - I couldn't get it to work with a new .cap either. Sorry, but it looks like there isn't any way to take a screenshot until those bugs get fixed.

I just made a .cap that took a series of sequential screenshots (16 in a row) and no matter what I did, the first shot was always plain white.

That might explain why you're getting a plain white file. Maybe you could "prime" the canvas ahead of time, like have it paste a worthless object on start of layout and then discard it. I dunno, it's worth a shot.

Or maybe the canvas is just a tick behind when saving the image with Image Manipulator or something...? Further testing is needed on this to pinpoint the bug, I think.